GBVS/Vira

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< GBVS
Revision as of 04:10, 16 December 2021 by Kiri (talk | contribs) (→‎Unique Action)
Overview
Overview

Vira commands an impressive mid-range game, using her powerful normal and Luminiera-charged attacks. Her skills are enhanced after using her special or skybound art to transform.

 Vira  Vira

Pros
Cons
  • The Need to Install: If Vira is unable to transform into her Luminiera Form, she loses out on a lot of powerful enhancements and is left a weaker character.
By landing 5U, or using Luminiera Merge, Vira will transform into her Luminiera Form, which enhances her special moves, gives her a new unique action and Skybound Art in Punishment Ray. The install lasts until the end of the round.
GBVS Vira Nameplate.png
GBVS Vira Portrait.png
Health
10000
Prejump
4f
Backdash
24f
Backshift
High Recovery (30f)

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Action

Blade of Light

5U

Graceview

5U

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Pressing 5U when Vira is powered up results in Graceful View, an anti-air that ends in a stance. During Graceful View, Vira has five options to pick from.


Falling Strike (5U~X)

Vira dives downwards with her sword. Will combo after 5U connects on grounded and airborne opponents.


Advance (5U~6)
  • Vira can use Advance 3 times in a row.

Vira dashes forwards a fixed distance in the air. After she stops, she can choose any follow-up.


Jump (5U~8)

Vira jumps forwards from wherever she is in Graceful View.


Retreat (5U~4)

Vira jumps backwards from wherever she is in Graceful View.


Land (5U~2)

Vira gracefully falls from Graceful View. She can use any air button on the way down, which can allow for a mixup between a falling button and a low or throw once she lands.

Airdash

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Darkane

236X or 5S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

L Version
  • Opponent air techs on hit.
  • Safe on block.

Makes for a good pressure tool as it's safe on block. Vira can force pokes to whiff at max range, allowing her to whiff punish and get a knockdown. 236L also acts as an easy frame trap from any of her poking normals, helping her condition opponents not to mash.


M Version
  • Good knockdown on hit.
  • Can catch buttons between the stabs and final slash.
  • Can be held in Luminiera to perform a dash instead of the last hit.

Normal Vira's best combo ender for okizeme and risky complement to 236L. If her opponent has big buttons, she can risk a frame trap with 236M instead of trying to make said buttons whiff after 236L. Be careful with this though as 236M is -9 on block and advances Vira forwards.


H Version
  • Wallbounces in the corner.
  • Can catch buttons between the stabs and final slash.
  • Can be held in Luminiera to perform a dash instead of the last hit.

Corner combo extender and Vira's only real launching move.

Red Beryl Sword

623X or 6S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

L Version
  • Vira's basic invincible reversal.

It's a light DP. Beats air attacks and a serviceable reversal on wakeup.


M Version
  • First hit is air unblockable.

Makes for a better anti-air than the L version as it has more untechable time and the first hit can hit air blocking opponents.


Luminiera M Version
  • Might as well be a completely different move.
  • Hard knockdown on hit.
  • Massive damage.

This is Luminiera Vira's best combo ending special move. Deals the most damage out of any of her special moves while also giving her a hard knockdown.


H Version
  • Completely air unblockable.
  • Gains an extra hit in Luminiera form.

Scarlet Oath

214X or 4S

Summon Luminiera

22X or 2S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

  • Luminaria disappear if Vira blocks or is hit.

Vira summons a Luminaria at a fixed position on the screen.


L Version
  • Luminaria spawns about a half screen distance away.

Useful to set up after her Throw or 2U. It can be set up after 236M but she will lose pressure if the opponent doesn't respect it.


M Version
  • Luminaria spawns about 3/4 screen distance away.

H Version
  • Luminaria tracks to the opponent's position.

This is the only version that is useful in the corner, as the other two Luminaria versions are summoned off-screen.


Luminiera H Version
  • Luminaria tracks to the opponent's position.

Same as the normal H version except it has more blockstun and damage thanks to two extra hits.

Skybound Art

Luminiera Merge

236236H or 236S

Punishment Ray

236236H or 236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400, 200×14 Mid 8+6 Total 131 -18 ~ -30 HKD -

A huge beam, doubling both as an invincible reversal and a zoning tool.

  • Replaces Vira's Skybound Art when in her Grand transformation.
  • Minimum damage: Shortcut: 480, Technical: 875
  • Lower frame disadvantage the more spaced it is.

An ironically less safe invincible reversal Skybound Art. It not only has less vertical reach and fails to hit behind her, but it's also much more punishable when blocked at close range.

To compensate, the move does astronomically more damage, and can work from any range. It is impossible to jump over on reaction, and the pushback is enough to make it very difficult to punish unless already close, making it decent for challenging slower pokes in neutral, without losing the round.

Super Skybound Art

Affection Abyss

236236U or 236S+U

Iliad Vision

236236U or 236S+U

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Vira Color 01.png
GBVS Vira Color 02.png
GBVS Vira Color 03.png
GBVS Vira Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Vira Color 05.png
GBVS Vira Color 06.png
GBVS Vira Color 07.png
GBVS Vira Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Vira Color 09.png
GBVS Vira Color 10.png
GBVS Vira Color 11.png
GBVS Vira Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Vira Color 13.png
GBVS Vira Color 14.png
GBVS Vira Color 15.png
GBVS Vira Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Vira Color 17.png
GBVS Vira Color 18.png
GBVS Vira Color 19.png
Weapons
01
02
03
04
GBVS Vira Weapon 01.png
GBVS Vira Weapon 02.png
GBVS Vira Weapon 03.png
GBVS Vira Weapon 04.png
05
06
07
08
GBVS Vira Weapon 05.png
GBVS Vira Weapon 06.png
GBVS Vira Weapon 07.png


External References

Navigation

To edit frame data, edit values in GBVS/Vira/Data.